We remember LucasArts

CVG staff and readers share their favourite memories and discuss their most cherished games

The painful closure of LucasArts marks the end of a development studio that was once considered one of the finest in the industry.


Its wide range of outstanding point-and-click adventures made the LucasArts brand a symbol of quality video game storytelling, and many of its Star Wars titles remain fondly remembered to this day.

In order to pay tribute to this once great studio, we rounded up CVG staff members, our fellow Future Publishing writers and our readers on Facebook and asked them one simple question - what was your favourite LucasArts game and why? The variety of answers is a testament to the range of quality titles LucasArts has provided over the past 30 years.

CVG wishes all the very best to the LucasArts team, and thanks them all for the memories.


"It's difficult to choose just one LucasArts game to praise above all the others, but for me, Monkey Island 2 was an historic piece of software. I loved the first Monkey Island but the second blew me away with its storyline, the complexity of its puzzles and, of course, its ridiculous yet hearty sense of humour. I loved the way the music evolved depending on things you did and where you went, too. I adored many LucasArts games back in the day but Monkey Island 2 just clinches it for me." - Chris Scullion, Games Editor, CVG


"TIE Fighter - Power and shield management in space" - It's not quite what you use as a pull-quote on the box, but the delicate balance you had to strike while trying to fly a TIE Interceptor in a successful hit and fade attack on a Corellian transport and a squadron of X-Wings, all the while carrying out clandestine missions for the Emperor to enhance your secret order standing, was like nothing I'd experienced before in a flight sim, let alone Star Wars game. A next-gen update would ignite my lightsaber like nothing else." - Luc Pestille, Digital Designer, CVG

"Indiana Jones and The Fate of Atlantis. The Amiga version came on eleven disks. It sometimes required a disk swap just to move from one screen to another. It wasn't as open-ended as Monkey Island, or as funny as Day of the Tentacle, but Indiana Jones and The Fate of Atlantis was still, for me, the perfect LucasArts game. With three different paths, each with different locations (Team, where you buddied up; Wits, where the puzzles got super-tasty; and Fists, where you face-punched your way to the watery wonderworld) its unique, drum-tight story was more than just fan service; it truly echoed the adventure and scope of the films, deftly weaving together the evil Nazi pursuers and out-of-control supernatural dabbling of Raiders and The Last Crusade in a beautiful, ingenious point 'n' click. Big, ambitious, clever, brilliant: basically, the absolute reflection of LucasArts during its unforgettable early '90s heyday." - Tim Weaver, Managing Editor, Future Publishing Games Team


"In a post-Doom world, Dark Forces was indeed strong with the Force and advanced the cause of the FPS further. The thrill of firing a blaster with genuine Star Wars sounds, battling Stormtroopers, wondering around a star destroyer and facing off against the Empire's Dark Troopers was immense. Strange to think how innovative it was too, introducing equipment (head torches), the ability to look up and down (shock horror!) and missions with multiple levels. Best of all it placed you right in the heart an authentic Star Wars universe and married it with some pleasingly intense FPS action. Bit of a bugger to configure in DOS as I remember, but I have nothing but extremely fond memories of this game." - Jon Houlihan, Digital Manager, CVG


"It may not be as fondly remembered as Maniac Mansion or The Secret of Monkey Island, but the plot for Zak McKracken and the Alien Mindbenders was no less wacky. An alien race, lead by Elvis, have infiltrated the Phone Company and are plotting to take over the Earth by transmitting a low frequency droning hum to reduce everyone's intelligence. Obviously. Throw in four individual characters to switch between, an amusing hat and nose-glasses disguise to fool the aliens, a magic crystal you can use to control the minds of animals (including your goldfish and a yak) plus a trip to Mars in a converted van, and you have a hilarious globe-trotting adventure that happily consumed a large portion of my gaming time in the days before internet walkthroughs." - Iain Wilson, Staff Writer, Future Publishing Games Team

"For developers synonymous with Star Wars, Rogue Leader is its finest hour, a flight combat game spanning the original trilogy where pilots trip up AT-AT's, take on Star Destroyers, and navigate asteroid fields in the Millennium Falcon. Bewilderingly, it's a fresh today as it was on the GameCube a decade ago." - Ben Griffin, Staff Writer, Future Publishing Games Team

"I remember reading the Grim Fandango review in GamesMaster (oh how times change!) and realising I needed it in my life. Growing up I was a huge point-and-click fan but Grim Fandango comfortably scythed through everything I'd played as a kid to become the undisputed king of the genre. No adventure game came close to matching its writing until TellTale released The Walking Dead last year, and even then I think Grim Fandango's most heart-wrenching moments just have the edge on TellTale's tear-jerker." - Matthew Pellet, Editor, GamesMaster


"Star Wars: Masters Of Teräs Käsi is is by absolutely no means LucasArts' best game. Nor is it my favourite. Some would say including this here is basically an insult. What I'll say is that Teräs Käsi speaks to this developer's greatest strength beyond making actually good games - and that's making games that acted as wish-fulfillment. Obviously all the characters move like haunted mannequins. Yes, the lightsabers act more like effulgent sticks than auto-cauterising childhood dreamswords. And I'll concede that the title, which translates in grammatically incorrect Finnish to "Steel Fist", makes absolutely no sense. But to a nine year-old fan who'd worn out his dad's VHS player, the idea of getting a Sand Person to roundhouse kick Darth Vader was genuinely the greatest moment of life so far. And LucasArts knew that." - Joe Skrebels, Staff Writer, Official Nintendo Magazine

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